MFA Thesis: Empowering Athletes through Mixed Reality
Designing Tools that Help Yogis Explore Movement Qualities in Solo Learning Environments
User Experience Research / MR Prototyping & Embodied Data Visualization
Abstract & Process Overview
Thesis Abstract
Movement quality is defined as the way humans execute movements with respect to time and space. Within the circle of yoga learners, one of the challenges is the difficulty of exploring a variety of movement qualities of asana poses. Learners wish to easily find different ways of executing asana poses, and be able to understand new movement qualities so that they can learn and expand the expressive power of their own body.
However, existing yoga learning environments prevent learners from either (a) see enough quality variations, (b) compare two movement qualities, or (c) focus on self movement and progress. Unfortunately, all three are required for a fruitful movement quality exploration.
My thesis project explores opportunities for mixed reality technology to help yogis explore a variety of movement qualities in solo learning environments. Based on the derived design insights and principles from research, I designed an application to help yogis:
(a) discover new movement qualities via both crowd-sourced collection and body awareness
(b) easily understand the relations between the body and movement qualities via 3 types of feedback
(c) increase exploration efficiency via a seamless practice flow.
Process Overview
The journey to empower athletes through mixed reality involved a systematic and iterative process, blending deep research with hands-on prototyping.
Research Process
Literature Review
• 15+ papers and articles that are related to yoga learning, movement study, and mixed reality technologies.
Observation Study
• Observed 2 (hatha) yoga studio classes that have 20+ yoga learners.
Interview
• 40+mins in-depth interviews with 7 yoga learners; among them 5 are (hatha) yoga learners.
Exploratory User Workshop
• 1 hr yoga activity with 5 yoga learners.
Competitive Analysis
• Researched various existing yoga practice products and new mixed reality products and summarized their pros and cons.
Design Process
Concept Speed Dating
• Speed dated feedback typologies and 3 initial system concepts with 4 yogis using storyboards and interactive prototypes.
Journey Mapping
• Mapped out user experiences for the system.
Low-fidelity Sketches & Prototypes
• Sketched out the app interfaces with relevant functionalities.
Mid-fidelity Wireframes & Models
• Detailed out a portion of the entire proposed system with wireframes, and tested the wireframes with 4 yogis.
Hi-fidelity Prototypes
• Iterated on the designed experience based on user testing result, and produced hi-fidelity animated wireframes.
Working Demo
• Made an interactive demo using ArtCenter's OpenPose to demonstrate feasibility of the proposed design.
Project Goals & Scope
Context
Future of Fitness was my MFA thesis project, an exploration of how mixed-reality and computer-vision tools can help yogis better understand the quality of their movement, not just their form.
Design Challenge
Create a system that supports body awareness and self-reflection, using technology to guide rather than correct.
Design Goal
Create a feedback experience that feels insightful, not mechanical. Something that builds confidence through motion and visualization.
Role & Team
Design Process Management
I managed the entire design process, from initial research to building prototypes that digitally represented body movements.
Technology Partnerships
I partnered with tech experts, including engineers specializing in virtual and augmented reality from ArtCenter.
User Interaction Design
My work focused on crafting intuitive user interactions that connect real-world movements with digital feedback.
Digital Modeling with Code
I was responsible for creating digital models using code to visualize and interpret body data.
Visual Storytelling
A key part of my role was visually communicating complex ideas and feedback in an engaging way.
Overview
Personal Experience
Movement is fundamental to daily life. As we move, we instinctively understand our surroundings and our body's capabilities (Proulx, M. J. et al., 2016). This natural awareness often develops without effort. But what happens when we try movements we don't do daily, or when our bodies struggle to adapt? Do we still fully understand our body's limits and how to control it as we intend? This question arose during my yoga practice.
Thesis Intent & Scope
Intent
The 2020 pandemic forced many changes, including how people stayed active. Gyms closed, and stress levels rose. Exercise became a key way for adults to cope. This shift highlighted the need for better ways to exercise at home and manage stress.
Scope
In motor theory, understanding "how" we move is defined as understanding movement quality – how humans execute movements through time and space (Alaoui, S. F. et al., 2012). One way to grasp this is by extracting and representing movement-related information. Current methods range from simple video recordings to detailed position mapping and animated imagery.
Goal
This thesis aims to explore new research and design ideas, which are outlined below. I will explain how literature review led me to focus on movement quality in yoga learning.
Aim
My own yoga journey revealed a clear gap: there weren't many good tools to help yogis truly understand and improve their movement quality when practicing alone.
This led to my research goals:
(1) Explore new ways to show movement information
(2) Help yogis improve body awareness and control
(3) Create visual tools that can inspire research in other motor learning fields
Focus
While current methods can track how bodies move, they often miss the link between a yogi's actions and the actual quality of that movement.
My thesis aimed to close this gap by helping yogis develop better body awareness. I wanted to find new ways to represent movement information that naturally helped yogis connect their bodies with movement qualities.
Objective
My goal was to help yogis better understand their body's capabilities and gain precise control. Create tools that can be applied to other movement-quality studies or motor learning fields.
(1) Identify the target user group among yogis
(2) Confirm and update user needs related to movement qualities
(3) Design meaningful ways to represent movement information
(4) Design an accessible and enjoyable user experience for the proposed tool
Research Process
• Literature Review
15+ papers and articles that are related to yoga learning, movement study, and mixed reality technologies.
Literature Review
Reviewed over 15 papers and articles on yogic learning, movement science, and mixed reality.
Motor Learning
This section covers my literature review on movement and motor learning. There's growing interest in understanding movement quality in fields like physical health. I'll explain what "movement quality" means in yoga and why it's important for yogic education.
Significance
My research began with a deep dive into motor learning literature. I found a rising need to explore movement qualities, especially in physical health. Labanotation, developed by Rudolf Von Laban in 1928, uses an Effort Graph to visualize the eight elements of movement quality. While these symbols help clarify and communicate movement, their complexity makes them difficult for the average person to use and understand.
Signs for body parts in Labanotation
Laban's Effort Graph
Quality Movement in Yoga
In yoga, having good movement quality means your joints can move freely and adjust easily. Functional movement is about moving in ways that help with everyday tasks. Some might think "pretzel-like" yoga poses or deep stretches aren't practical. However, yoga actually makes everyday movements better. Functional movements are complex, using many muscles and joints together. Over time, some yogis created special ways to combine movements, leading to different yoga styles like "Hatha Yoga."
Understand Movement Quality's Role in Yogic Learning
Sample Study Group
My literature review led me to focus on movement qualities in physical education. To understand how movement quality impacts the learning process, I observed and interviewed a group of yoga practitioners.
(Territory Map Part I) The diagram above illustrates my scoping process.
Research Methods & Questions
I used observation studies to reveal unconscious attitudes and in-depth interviews to understand Yogis' opinions and desires regarding movement quality. My research questions were guided by these four themes:
  • Learning Expectations
  • Awareness of Movement Quality
  • Means of Understanding Movement Quality
  • Body Execution of Movement Quality
(Territory Map Part II) The diagram above illustrates understand movement quality’s role in Yogic learning.
Research Process
• Observation Study
Observed 2 yoga studio classes that have 20+ yogi learners.
Observation Studies & Interviews
I conducted observation studies of two yoga classes with over 20 learners and seven in-depth interviews. Below is photo of the observed yoga class and some sample interview questions:
  • Why you decided to join this yoga class? What is your learning goal?
  • What are the different components in Hatha yoga you think you need to learn?
  • Have you tried other ways of learning yoga other than yoga class? What do you like/dislike about it?
  • Do you see any differences between how your body moves versus how the instructor’s body moves? Can you describe them?
Observation Study of Yoga Class during quarantine for covid 2022.
Research Process
• Interview
40+mins in-depth interviews with 7 yogi learners; among them 5 are hatha learners.
Identifying User & Needs
From observation studies and interviews, I synthesized the main insights:
Insight 1 Yogis want diverse ways to perform movements to enhance their body's expressive range.
As yogis gain experience and interest in asanas, they seek more than just arbitrary flows. They want to discover many asana variations to achieve precise technique for tension release. They believe increased exposure to varied movement qualities clarifies the relationship between physical technique, asana postures, and movement quality. This aligns with literature on movement quality in yogic learning and targets intermediate yogis who have mastered basic flows and now focus on movement execution and quality.
Insight 2 Existing methods for finding and understanding new movement qualities are very limited.
Yogis have directly or indirectly expressed the difficulty of discovering new movement qualities. In traditional yoga studios, instructors offer limited variations, and online videos provide more possibilities but are hard to follow. Obstacles include isolating specific moves and accurately replicating desired movement qualities. Here are some supporting interview quotes:
  • “I see trainers demonstration, but then I don’t quite remember it. When I practice on my own, I don’t know what to do.”
  • “I go to yoga expos often to see different flow styles. But it is almost impossible to follow. People will improvise with other yoga asanas.”
  • “I don’t want to copy the trainer because his moves are very muscular. I watch tons of videos to see more possible ways of doing a move.”
  • “I need to pause, play and rewind the video over and over to understand what is going on. It is really tedious.”
Insight 3 Yogis find it difficult to practice movement qualities in group settings.
Yogis reported discomfort practicing their own movement qualities in front of others in a group, as in-process movements may not feel "presentable." Additionally, instructor demonstrations often present movement qualities in a fragmented or distorted way for teaching purposes. Therefore, yogis prefer non-disruptive access to desired movement qualities in solo learning environments.
Here are some supporting interview quotes:
  • “I prefer to practice my movement qualities at home alone. I feel more comfortable and can focus on myself.”
  • “It is embarrassing to practice hip motion in class. I prefer to practice certain asanas at home alone. I feel more comfortable and can focus on mastering proper technique.”
  • “When a trainer breaks down a movement by demonstrating an asana, their movement quality is a simplified version. I don’t gain much knowledge of how to correct form alignment in relation to actual movement quality.”
Identifying User & Needs
Based on these three insights, I determined the design goal of my thesis:
"How can we help yogis explore a variety of movement qualities in solo learning environments?"
Research & Insights
Observation Studies
Through observation studies and interviews with yoga practitioners, I learned that verbal cues were often abstract, users wanted more tangible feedback loops.
Key Insight
The key insight was that data alone doesn't teach awareness, people learn better through visual metaphors and embodied feedback.
Design Direction
This insight drove the project's design language: calm, interpretive, and rhythmic rather than analytical.
Problem Definition
I started from a personal observation: most people can see a yoga pose but can't feel when they're aligned or off-balance.
The real challenge wasn't about perfecting form, it was about building body trust through awareness. I reframed the problem as:
"How might we visualize movement quality in real time to help users learn from their own motion?"
Identifying User & Needs
The diagram below outlines my target users, beginner-to-intermediate yogis familiar with yoga sequences. It also details their subgoals, all contributing to one main objective.
Enhancing body movement technique through discovering new movement qualities and body knowledge to achieve proper form alignment.
Target Users Diagram
Research Process
• Exploratory User Workshop 1 hr yoga activity with 5 yogi learners.
Test Existing Theories & Methods
Step 1: Search Relevant Theories & Methods
With this design goal in mind, my next step was to search for existing theories and methods of movement quality exploration and test them with users to find out what works and what does not, what are the expectations and concerns.
Somaesthetics:
  • This methodology emphasizes the importance of bodily awareness. This theory’s main contributor, Richard Shusterman, argues that a heightening of somatic consciousness would not only increase the perceptual awareness of meanings and feelings, but also enhance artistic appreciation and creation (Shusterman, R., 2012). This theory offers two ways of viewing the body: viewing the body as an external machine that works independently from the mind, the other one is viewing the body as an internal vehicle that functions as the extension of the mind.
Making Strange:
  • This methodology (Loke, L. & Robertson,T., 2013) offers various analytical and experiential ways to de-familiarize the movements of the body. For example, “Finding Pathways” is identifying the specific part of the body that yogis use when they move, and changing the moving sequences of those parts. And “Imagery” is using descriptive metaphors to discover new movement qualities, such as “perform Dancers Pose like you are a growing tree.” This methodology argues that these methods enable: an investigation into the experience of movement, and can open up new spaces in the design of artifacts and technologies.
Theory of Somaesthetics
“Making Strange“ Methodology
Test Existing Theories & Methods
Step 2: Design the Workshop
Based on this research, I came up with the activity framework for an exploratory user workshop, which is illustrated below. I grouped variables that could effect movement quality based on the found concepts and methods, and created prompts that ask participants to sequentially experience the changes of these variables while performing asanas, and experience the resulting movement qualities with and without seeing themselves.
The major goal of the workshop was to test the effectiveness of these prompts as a way to heighten yogis somatic consciousness and thus discover new movement qualities. Participants were asked to follow a series of analytical and experiential prompts that identify some of the variables summarized in the framework, then move their body accordingly. For example, an analytical prompt would ask participants to change the kinematic parameter of a specific body part, and an experiential prompt would ask participants to perform a yoga asana with an imagery in mind (perform Dancers Pose as if your are a growing tree).
Workshop Activity Framework
Test Existing Theories & Methods
Step 3: Conduct the Workshop
I recruited five yogis to participate in this exploratory user workshop. During discussion, participants are positive about the helpfulness of using different types of prompts to increase yogis body awareness and discover new movement qualities during form alignment. Compared to the conventional way of discovering new movement quality through other yogis, this approach embarks on a journey of self-discovery, which offers greater possibilities in understanding the relations between movement quality and the body, the mind and thus expanding the range of body expressiveness when mastering asanas.
Analytical Prompt
Experiential Prompt
Design Principles
From this workshop, I derived three design principles:
01 - Multi Modes
Beyond traditional trainer-led instruction, the design solution should offer diverse pathways to discover new asanas and deepen understanding.
02 - Comparative Feedback
Yogis need visual feedback to easily compare different asana styles, facilitating form correction and a deeper understanding of body-movement relationships.
03 - Seamless Experience
Integrated functions and smooth interactions are essential to ensure a continuous flow, allowing yogis to focus on their practice rather than logistical distractions.
Competitive Analysis
• Researched various existing yoga practice products and new mixed reality products and summarized their pros and cons.
Competitive Analysis
My competitive analysis shows the unique position of this design. Existing yoga and motor learning products fall short in providing deep movement quality insights. This XR tool addresses that gap more effectively than my competitors.
Part I: Comparison with Current Yoga Practice Venues
This table highlights how my proposed tool surpasses traditional and digital yoga practices in key areas of movement quality feedback and practice.
Comparison Chart
Competitive Analysis
Part II: Comparison with Relevant Innovative Works
My literature review showed that learning methods are shifting from traditional approaches to computer vision, making mixed reality (MR) a promising technology for learning. Body tracking technologies (like Microsoft Kinect for motion or Athos Suit for muscle activity) can greatly enhance yogic learning when combined with MR. My analysis of MR tools revealed that many focus on learning postures or artistic uses, but few address finding and understanding movement qualities.
The three works shown below are attempts that use MR to explore movement qualities:
MoComp
A tool that visually compares motion capture data (Malmstrom, C. etal, 2016). While useful for spotting movement differences, it doesn't work in real time. Yogis must use separate tools to capture motion and pause their asanas to review the data.
Real-time 3D Simulation
This system displays movement qualities in real-time 3D shapes and motion trails (Tsampounaris, G. et al, 2016). While it encourages self-reflection, it lacks motivation or goals (like prompts), which can leave yogis confused by disconnected visuals. Also, it can't compare current and past movements, hindering effective practice reflection.
36: Physio@Home
This concept proposed an augmented mirror for visual guidance during physiotherapy exercises (Tang, R. et al, 2015). Because it's designed for physical therapy, it only shows one 'correct' way to move, rather than offering a variety of movement qualities.
Market Analysis
The fitness technology market is booming, with strong growth driven by personalization and remote wellness. However, a critical gap exists in providing nuanced, qualitative feedback for mindful movement practices like yoga.
Expanding Market
Global fitness tech is projected to reach $200 billion by 2030, fueled by increasing health consciousness and digital adoption.
Unmet Need
Current solutions excel at quantitative data (steps, calories), but often lack the qualitative insights for embodied awareness.
This thesis aims to address this need by leveraging XR and computer vision to offer a more profound, interpretive understanding of movement quality.
Design Process
• Concept Speed Dating
Speed dated feedback typologies and 3 initial system concepts with 4 yogis using storyboards and interactive prototypes.
Synthesis of Findings
In this stage of the process I cover the steps I took to develop research findings into the final design, which include:
1
Speed dating of feedback typologies with graphic and interactive prototypes, which results in 3 types of feedback to be included in my proposed system “live + video split view”, “real-time visualization” and “motion difference data.”
2
Testing system design with storyboards and initial user experience design.
3
User testing with mid-fidelity prototypes and model (i.e. discovered mismatches in the designed experience with user’s mental model and confusing interactions on the interface).
4
Design iteration into final design, illustrated by high-fidelity animated prototypes and model.
5
Development of a functional visual prototype using JIRA, GitHub, and Unity.
6
Competitive analysis with both current yoga practice venues and relevant innovative works to confirm design originality.
Testing Feedback Ideas
We tested different ways to give feedback and found three types that yogis found most helpful:
Live + Video Split View:
  • Yogis can see themselves live on one side of the screen and a demonstration video on the other.
Real-time Visualization:
  • A visual overlay appears on screen in real-time, highlighting their body movements.
Motion Difference Data:
  • The system tracks differences in their motion. This data can be recorded and reviewed later.
Speed Dating of System Concepts
Next, I designed a system to help yogis learn different yoga moves on their own. I created three main ideas and drew them out as storyboards. Then, I showed these storyboards to yogis and asked for their feedback.
System Concepts
AR Glasses
Yogis worried about how useful and expensive these new systems would be. AR glasses could offer touch or 3D feedback. However, they might be very costly and could also get in the way of yogis' movements.
Digital Application
An app with mixed reality features seemed like a good option. Yogis want real-time feedback on an easy-to-use platform. We also thought about a gaming console that tracks movement, as its feedback feels very natural.
Ideation & Concepts
  • I explored multiple interaction models for how the body could "speak back" to the user.
  • I tested early storyboards and data sketches to visualize motion in different ways, including contour trails and particle systems.
  • The concept that resonated most was the augmented mirror, a real-time reflection that visualized body alignment and movement smoothness using responsive overlays.
Design Process
• Journey Mapping
Mapped out user experiences for the system.
Designing the System and User Experience
After exploring different ideas, I decided to create a special feature for motion-controlled games, like those on the Nintendo Switch. This feature helps people improve their movement skills in a private, safe space. Here's how it works: First, a user (let's call them a "yogi") buys the product online. They get digital content and then install the app or software. This app can connect to a larger screen so they can see their whole body. A webcam tracks their movements and gives live feedback. The yogi can use their Joy-Cons to control the app and practice moving correctly.
System Map
User Journey Map
The app includes a "Create Mode" where yogis can freely explore movement. In this mode, they can better understand their own body. They can follow guides from different categories to learn new yoga poses and master their body alignment. As they explore, yogis can use visual guides to compare their live movements with a recorded video of themselves or a virtual coach. To bring this to life, I first mapped out how users would interact with the system, then sketched the app screens, and finally made detailed wireframes.
Design Process
• Low-fidelity Sketches & Prototypes
Sketched out the app interfaces with relevant functionalities, and made 1 computational model.
Development of Functional Prototype
To confirm the viability of the proposed tool using current or near-future technologies, I produced a functional prototype to realize the motion tracking and visual overlay display features integrated in the exploration process. Making a digital tool that connects physical movement with visual feedback by collaborating with an engineer to combine the biomechanics of movement with sensor data, video capture technology, and cloud-based software.
Computational Innovation Design: Bridging Physical Motion and Digital Feedback
The tool works like this: a line shows where a movement starts and how it changes over time. A sphere shows how long you hold a certain movement. Fast movements create smaller spheres, while slow movements create larger ones.
Functional Prototype in Unity
I built a functional prototype in Unity using movement data from a Kinect sensor.
Design Process
• Mid-fidelity Wireframes & Models
Detailed out a portion of the entire proposed system with wireframes, and tested the wireframes and the computational prototype with 4 yogis.
Development of Functional Prototype
Since one of the design principles I found was the importance of comparative feedback, the first step I took was to determine what types of feedback should be provided to aid movement comparison. I created graphic and interactive prototypes and tested them with yogis to hear their thoughts.
Iterative Testing & Learnings
Through iterative testing with 5 users, I learned that simple, expressive feedback visuals — like color gradients and line motion — were more effective than numerical metrics.
Testing
I tested an early version of the computational design prototype, and watched participants learn how to do the Dancer Pose (Natarajasana). After observing how they learned the correct alignment and technique, I analyzed the results. This helped me find what was difficult, frustrating, and how I could make things better.
Visual Feedback: Balance
Visual Feedback:: Flexibility
Visual Feedback: Strength
Refining Visual Feedback
Based on this, I refined the visual feedback to emphasize flow and form continuity, rather than accuracy, encouraging users to focus on awareness instead of correction (i.e. seen in red).
Design Process
• Hi-fidelity Prototypes
Iterated on the designed experience based on user testing result, and produced hi-fidelity animated wireframes as well as the 2nd version of the computational design.
Outcome and Impact
Living Visual System
The final prototype transformed real-time motion into a living visual system that supported reflection and self-guided improvement.
Design Integration
It demonstrated how data visualization, interaction design, and emotion can work together to create new learning experiences.
Computational Empathy
The project was showcased in my MFA thesis exhibition as an example of computational empathy, using data and feedback to build confidence instead of judgment.
Balance Scenario
Strength Scenario
Flexibility Scenario
Reflection
1
Key Learning
This project taught me that feedback is an emotional design material — how we visualize information changes how people perceive themselves.
If I were to evolve the system, I'd explore integrating wearable data or haptic feedback for more personalized experiences.
2
Impact on Practice
My thesis pushed my understanding of MR, embodied data, and sensory design, and it deeply influenced how I approach feedback loops in UX, using data to help people make more confident wellness decisions.
Reflection
Reflections
This experience revealed my strong motivation and passion for product creation. I excel in collaborative environments, working with diverse teams and possessing strong communication skills. My time in research development honed my ability to quickly learn and efficiently apply new skills.
Points of Improvements
I plan to refine several aspects of the proposed tooling: enhancing the user experience of system pathways and improving movement comparison features. Additionally, I see potential for yoga education and motor-learning research, such as enabling self-discovery of movement quality, comparing different movement qualities, and using motion data to track changes visually.
Opportunities
The design's ability to compare movement qualities and record motion data offers significant potential for sports training and physical therapy. This can leverage biomechanical data to improve performance and aid injury rehabilitation. Both patients and athletes require tools to track progress, self-reflect, and communicate effectively with medical professionals. This design could inspire further research and tool development in these areas.
Key Learnings
  • Understood how to apply data-driven tech and contribute effectively to cross-disciplinary teams in research.
  • Interpreted research insights to understand users and context.
  • Defined user experience goals and design principles.
  • Designed the architecture of functions and information for the experience.
  • Designed interaction patterns between functions/information and users/customers.
  • Designed navigation pathways, demonstrating understanding of content, functions, and relationships within the system.
  • Supported and planned for varied user contexts (e.g., culture, environment, activity).
  • Translated technological, operational, and functional constraints into human-centered opportunities.
  • Facilitated and designed for relational aspects across every part of the experience.